refactor(physics): extract remote motion runtime

This commit is contained in:
Erik 2026-07-21 13:17:58 +02:00
parent d68c83d1a5
commit 5882b308c1
12 changed files with 368 additions and 361 deletions

View file

@ -52,7 +52,7 @@ public sealed class LiveEntityAnimationSchedulerTests
public void HiddenRemotePose_IsSampledOnceAfterAdmittedHiddenQuantum()
{
var (live, record, animation) = BuildHiddenAnimated(RemoteGuid);
var remote = new GameWindow.RemoteMotion
var remote = new AcDream.App.Physics.RemoteMotion
{
CellId = Cell,
};
@ -169,7 +169,7 @@ public sealed class LiveEntityAnimationSchedulerTests
var (live, record, entity) = BuildMaterialized(
RemoteGuid,
PhysicsStateFlags.Gravity);
var remote = new GameWindow.RemoteMotion
var remote = new AcDream.App.Physics.RemoteMotion
{
CellId = Cell,
Airborne = true,
@ -286,7 +286,7 @@ public sealed class LiveEntityAnimationSchedulerTests
var physics = new PhysicsEngine();
var projectiles = new ProjectileController(live, physics);
record.FinalPhysicsState = ProjectileState;
var remote = new GameWindow.RemoteMotion
var remote = new AcDream.App.Physics.RemoteMotion
{
CellId = Cell,
Airborne = false,
@ -598,9 +598,9 @@ public sealed class LiveEntityAnimationSchedulerTests
Assert.Equal(1, rootPublishes);
}
private static GameWindow.RemoteMotion BuildRemote(WorldEntity entity)
private static AcDream.App.Physics.RemoteMotion BuildRemote(WorldEntity entity)
{
var remote = new GameWindow.RemoteMotion
var remote = new AcDream.App.Physics.RemoteMotion
{
CellId = Cell,
};